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December 9, 2022
Where did Smasher come from?
In late 2017, I decided to pause development on my previous game project: beautiful 3D squirrel game.
Things seemed to be going well, but at some point I realized that squirrel game would need at least four more years of work. This was too long. I had already spent far too many years working on projects but never releasing anything.
Goodbye, squirrel.
I decided to make a new game of tiny scope. It would be some small, well-crafted confection to pass a few minutes. If I worked hard, could I do that in a month?
What kind of game should I make? (This choice doesn't matter much, since it's just a one-month project—I can quickly make a different one.)
How about some arcade game type thing?
And with that, I began the project that became Smasher. Development time has now crossed the five-year mark (there's a lesson here somewhere about scope).
The game has evolved into an amalgam of early arcade games, woven into a long-form experience that deconstructs its own mechanics.
I'm proud of the game, and consider it worth the time spent. But only if I follow through, and release the thing! It's getting closer and closer. I just need a few... more... calendrical units (of one scale or another).
In future posts, we'll take a look at the early days of Smasher's development. But first let's take a brief diversion into my childhood.
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Contents: Smasher Devlog